Apparently, I generated a few too many new Games; as the result was that everything turned black (at least far as the map itself went). I have noticed that generating a new game (without completely leaving the game) tends to result in the same map as before; but with a different planetary alignment and different starting tiles. That's kind of nice. Even so, there seems to be a very, very limited number of possibilities; and, as I mentioned at the start, regenera
Stohrm
Two out of three in the "Specializations" would work for me; but what I would suggest is making that set of selections researchable up to three times. Thus, if you truly want to specialize in one out of the three you have truly done so. If you want to specialize in one more than another, then that's an option as well; and if you choose not to truly specialize in any of them you do have all three (but at a third each of what could've been). Anyway, that's h
Tried it: Not happy with the Pirate's fire power. 76 beam power; really?!!! That's 25 & 1/3rd per ship. My poor Survey ship doesn't stand a chance of even getting one of them. Oh well; guess I wait a bit longer...
[quote who="Starus" reply="4" id="3538151"] I also think about placing the capital of the homeworld. It suffers with the same placing problems as any other colony capital, and besides, it is interesting for anyone who plays as the Terran Alliance, so that your capital won't appear in crazy locations on Earth (cough Siberia cough) [/quote] Indeed; as the homeworld is often the worst world to start with (it seems). Plus I find it unlikely that we wouldn't already
[quote who="Blaze of Glory" reply="10" id="3538751"] While I agree we should determine where to place our colony capital, if they can't get the ai to do it right, just another human player advantage. [/quote] AI's have been taught to play Chess; how hard can it be to teach it to place a colony capital amongst the largest cluster of tiles instead of off by it's lonesome (where none of it's benefits can be utilized)? However, even if the AI is taug
[quote who="Blaze of Glory" reply="13" id="3538224"] ... That said, I think it would be good for the AI to remember the player over games. We KNOW the tendencies of the AI. They don't really know ours. If the player constantly back stabs allies and friends, the AI should remember that over new games. If you are going to be a warmonger with the Terrans, the AI should remember that. If you are going to influence flip them, they should remember that. ... [/quo
I don't have a problem accessing the internet while the game is up and running; as I'm in the game right now. It's after I close the game down and then attempt to use the internet that's the issue. I'm not sure how that can NOT be related to the game; as something is still running that would seem to be tied to the game. It could be a Steam issue; as I know it tries to sync to the cloud and (since I'm not using the cloud) Steam reports an error.
I'm not sure why; but once I launch Gal Civ III my access to the internet ceases to be available when I close the game and try to open any web page. I have to shut my laptop off and turn it back on in order to regain access. What's up with that?
I certainly don't mind the time it takes for the AI to do its thing; although I am use to Medieval II taking its time. However, with M2TW, you knew which faction the AI was spending the most time with and it made a big difference if you were (able to and) watching the action. So, there's a bit of a difference between a minute and a half of just blindly waiting and 95 seconds of watching the AI taking its turn with each faction. When you think about it, half a&
I do hope you'll add the ability to scroll through shipyards the same as through planets (and Ships) soon. It's a real pain, having to go out and back in for each shipyard, when I'm checking my queues and making sure they're up to date (with the latest builds).
I've encountered a similar problem (and I am running the Opt-In): A minor race wanted a commerce tech from me; but I declined to just give it to them. So, I go into diplomacy and trade that tech and "Soil Improvement" for a defense tech and a constructor. All goes well; they like and accept the deal and "wallah" I have a constructor right where I need it. Oh, except for one major problem: I click on the constructor and the game crashes to the desk top.
One of the things I spend a lot of time doing is designing (or redesigning) my ships. In the process of doing such; there are a few things that come to mind that would certainly save a lot of time and make things way easier: 1st (and foremost) among them would be the ability to swap out components. It would be fantastic if I could click on the component that I want to upgrade and have the new one placed in the exact same spot with the exact same settings! 2nd (and
[quote who="jmccrea" reply="2" id="3534756"] I dont find that surprising... ... Just my few thoughts on why we beat those damn dirty cats!!! [/quote] Cats? While I have to admit that they are somewhat similar to the "Kilrathi" (from the "Wing Commander" franchise); I've always found them to look more like oversized and Apish Chimpanzees. Just saying.
I finally had my first battle. (Yes, I'm a very slow player; as I micro manage a lot: blame it on OCD if you wish). Anyway, my Survey ship survived the pirates (even though it was three to one) and made its way back to a shipyard for repairs... ...Except, there is no option to repair my ship! Really?!!!
Nice, but I am curious about the decision of where to place the factory; as, if the color coding holds true (and I'm not really sure that it does, yet), then the spot chosen would've been better for something more military (such as planetary defense or one of the Hyperion devices) and the tile in south America would've been more appropriate. Then again, I couldn't actually mouse over the actual description. The color coding (such that the color of the building ma
Okay. Next question: Are there any plans to make them stable (and therefore usable by other ships)? Or is that also something than has to (and can be) modified in? Stable wormholes would be extremely valuable: both strategically; and (quite possibly) economically.
Can someone explain to me why Wormholes only effect ships equipped with a survey module?
I recently accidentally upgraded a Colonizer into a Constructor by accident. Luckily it was an empty Colonizer (built at a Shipyard that wasn't close enough to any of the three sponsors) and was of more use as a Constructor; but that's beside the point. So, there's one predominant instance where better naming conventions would be nice. There are actually Five parts to a proper name (due to the fact that it can also make a difference where the vessel was ph
I realize it's not proper etiquette to say how good something looks and then add "but", however I find it necessary to do just that! Things are looking great. So, why didn't I see a FIX for the Life Support issue? I know it was reported. I also have to mention that I was thinking about things early this morning and fail to understand why not being close to the Capital makes one less happy; but I can see that it might have an effect on loyalty. No
[quote who="chuck1es" reply="24" id="3419562"] It's "Eliza". [e digicons]:P[/e] Just found that out as I hunted it down online. [/quote] Thanks. I've made that correction. I believe there's also one called Dr. Z.
I saw that someone else had already made this comment; but I also noticed the reply was that it's a "bug"... Seems the bug's been reported, but... Anyway. as it stands now, the life support improvements are far from improvements at all!!! Here's the breakdown, as I see it, so far (it should be noted that I've researched miniaturization): Space Range Ratio 4.8 - 13.5 = 2.81 4.8 - 20.3 = 4.22</p
I would like to see the ship naming modified. As it stands, one has one line to use for naming which includes: the Owner; the Make; the Model; and the number. It would be extremely helpful if that could be broken out into four separate entries. Setting the Owner entry (initials or acronym) should occur when one is setting up the new game (but also be changeable within the game should one choose to do such). One sets the make and model upon original shi
So, here I am thirteen parsecs (or whatever we're calling the hexes) away from an alien planet, with a sensor range of twelve... I'm doing my best to survey the area without being discovered by my distant neighbors; but when I close to twelve... Lo and behold... I get an incoming transmission... My planets don't have a range of twelve; but granted, I do have Sector scanners out there with a range of fourteen... I seriously doubt, however, that the AI
One of the very first ships I design is a "Sector Scanner". It's simply a small cube with six additional cubes, six poles/masts, and six satellite dishes. I then add as many sensors as I can and send it out to form a grid of sensors... Ideally, it'd be nice if there was an option for creating "unmanned" vessels; such as the one just described. In fact, I am surprised that modules such as Crew Quarters, Command & Control, Damage Control, Navigational
I have noticed a few things that I hope are in the process of being fixed; as I don't have time to look through all the previous posts and see if any of these have been mentioned. Anyway, the first (and perhaps foremost) is the auto-launching of new ships: I hate that! I prefer to launch the ship in the direction I want it to head; and (at least half the time) it tends to end up being launched on the wrong side of the shipyard. So, with that in mind, I have a suggestio